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ACE3 - A collaborative merger between AGM, CSE, and ACE

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Anyone can confirm that medical system is working properly? cause this is really need some advice.

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I tested also with vanilla comanche, didnt work. the ace3 comanche had no ammo and i didnt find a way to rearm.

Also i get damage when i try to set explosives under wateR?

It is working. Are you using the Kimi HMD mod? cause it is already integrated here and causes problems.

---------- Post added at 21:39 ---------- Previous post was at 21:38 ----------

Anyone can confirm that medical system is working properly? cause this is really need some advice.

Except the bug for "prevent AI death", and that I do not have a clear diference between medics and doctors, all seems to be working properly.

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I am probably the only one that thinks that way, but I find the renaming of the vehicles to "realistic" names to be superficial and actually wrong. I'm the first to admit that I find the names "Slammer" and "Scorcher" to be pretty horrible names, and yeah the Slammer is called "Merkava" in reality, but I find this wrong in this context. IF the United States Army would adopt the Merkava as their Main Battle Tank, they would very likely rename the unit to something else (Most likely the name of a general, like most of the other US tanks).

For example, the US has adopted the FN Minimi as the M249, and the HK416 as the M27 IAR; the SCAR-H is called Mk17. The LAV-25 is basically the Piranha I APC. It's commonplace to adapt the designation of units to the nomenclature of the country adopting them, and none of the vehicles and weapons in Arma 3 are currently in use by the respective countries (excepth for the KH 2002).

On top of that, the MH-9 isn't an MH-6, it doesn't even look like an MH-6. The Wipeout (another horrible name) isn't an A-10. The only real point of argue is the Comanche (I never understood why it was renamed to Blackfoot in the first place).

I do assume I can just delete the appropriate pbo (As far as I can see it shouldn't have any adverse effects) but that is not a good solution since all references to the names in the briefing/radio messages would be wrong.

Bottom line, I would like to ask you to reconsider this decision. IMO it makes little to no sense.

I agree with this, although for a different reason. I run a game with 5-7 other players who have all been playing Arma 3 almost since release, and with the 'realistic names' from AGM on, I had to interrupt their comms about 3-4 times per game to respond to a "what the the hell is X? I'm just looking for Y" questions. Just had them delete the PBO after a couple games of that. Consistency is an important thing IMO, the same reason everyone doesn't switch over from 'qwerty' keyboards to 'dovorak' or something that might be a little bit more efficient, but not worth the price of learning it all over again.

But Alwarren is also correct, in that these are all meant to be at least semi-fictional weapons and vehicles, and trying to force realistic names onto them doesn't seem to make a lot of sense to me.

Edited by Soulis6

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The revive system doesn't seem to be working. Is there an issue with this?

Anyone done a tutorial on ACE3 for Youtube yet?

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The revive system doesn't seem to be working. Is there an issue with this?

Anyone done a tutorial on ACE3 for Youtube yet?

I also couldn't get a clear result with the revive system enabled..doesn't seem to work, but then yet again neither does "Prevent instant death" (as it enables AI godmode) so yeah...I think you'll have to wait till it gets fixed.

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hey guys any way to add a toggle interaction option instead of having to hold it down?

And maybe an option that you're only interacting with the person you are interacted too? can get hectic in a crowded place.

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I am probably the only one that thinks that way, but I find the renaming of the vehicles to "realistic" names to be superficial and actually wrong. I'm the first to admit that I find the names "Slammer" and "Scorcher" to be pretty horrible names, and yeah the Slammer is called "Merkava" in reality, but I find this wrong in this context. IF the United States Army would adopt the Merkava as their Main Battle Tank, they would very likely rename the unit to something else (Most likely the name of a general, like most of the other US tanks).

For example, the US has adopted the FN Minimi as the M249, and the HK416 as the M27 IAR; the SCAR-H is called Mk17. The LAV-25 is basically the Piranha I APC. It's commonplace to adapt the designation of units to the nomenclature of the country adopting them, and none of the vehicles and weapons in Arma 3 are currently in use by the respective countries (excepth for the KH 2002).

On top of that, the MH-9 isn't an MH-6, it doesn't even look like an MH-6. The Wipeout (another horrible name) isn't an A-10. The only real point of argue is the Comanche (I never understood why it was renamed to Blackfoot in the first place).

I do assume I can just delete the appropriate pbo (As far as I can see it shouldn't have any adverse effects) but that is not a good solution since all references to the names in the briefing/radio messages would be wrong.

Bottom line, I would like to ask you to reconsider this decision. IMO it makes little to no sense.

Yeah I agree.

It's especially nonsensical when some of the weapon names are plastered on fictional weapons so it was a case of 'find the closest thing and roll with it'

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Loving to see all this ACE3 comotion, armaholics were anxious to finally see it on the daylight =) Just a small suggestion on feature:

Are you guys considering improving ACE-climbing to something like @Enhanced Movements by BadBesson? It adds the ability to vault over small walls and medium sized objects, get over barriers, etc with realistic heights etc... I just can´t play A3 without it, but the mod is somewhat abandoned and buggy due to DLC and before updates (BB is deceptioned with A3 and slowly quitting the modscene) and those movements are a huge improvement on vanilla anims... and it is quite dumb the Arma3 avatar not be able to vault small walls as we see on plenty war videos troops doing it IRL =P

Right now I haven´t managed to climb anything with ACE_climb... what is it supposed to climb? small rocks?

cheers!

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Awesome work guys! Used to play with AGM a while back, this seems even better.

However I have a small problem, what I want to do is remove the medic restriction on things like epinephrine and blood, to allow all soldiers the ability to bring another soldier out of unconsciousness. The reason for this is that my friends and I almost always play coop missions where the medic class is absent/there's not enough people to fill it, yet we want to use the medical system (basic for now).

What should also be said is that we host this on a player computer (that is, not a dedicated server) and I can't seem to find any way to make it so that everyone can use epinephrine and blood. Is it even possible (I'm thinking it should be)?

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I am looking to find how to add a medical facility to a mission. I use Stratis and have not placed any buildings myself but want one of the existing buildings to be my medical facility. I have the module that is supposed to be synced to the building but it can't be synced to objects that I have not placed. I'm just using the editor and do minimal scripting.

How am I supposed to do??

In agm I used an area marker and a trigger named to medevac and the medical module automatically recognized it.

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is it possible to toggle the interaction menues? it think it would be very useful when you wouldn't be forced to keep the button pressed.

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Congrats on the release guys. It's awesome!

Thanks for sharing this with us.

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i don't wanna bother you too much, just please think about implementing range cards (like the ones from ACE2). we need them for any practical marksmanship. otherwise, it's a guess work (and no, lasing target and dialing in the ballistic calculator doesn't work for any practical situation where we have few seconds to shoot). thanks and sorry if this has been already planned.

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;2937196']Right now I haven´t managed to climb anything with ACE_climb... what is it supposed to climb? small rocks?

TBH, I would rather see this feature removed completely or made optional. For one thing, it can be mission-breaking if you can simply climb over obstacles that you are not supposed to climb over. Also, it is way too easy and fast to climb through a window into a building, since it doesn't take loadout into account. Finally, you can easily climb onto objects that do not have a proper geometry mesh and go into the magic floating animation.

I really do not see the benefit of this option, or the horrible-looking vault animation, and would really like to see this become at least optional.

Is there a location to report bugs to? I noticed that explosive charges attached to vehicles do not move with the vehicle if they are on a remote machine.

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I have the module that is supposed to be synced to the building but it can't be synced to objects that I have not placed.

I'm pretty sure you can sync to map objects. :)

Last I tried you could anyway.

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I use Stratis and have not placed any buildings myself but want one of the existing buildings to be my medical facility

Maybe you could place an invisible helipad on the building and sync it to that?

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Advanced Ballistics vs. Wind Deflection

What are the differences? Pro's, Con's?

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Advanced Ballistics vs. Wind Deflection

What are the differences? Pro's, Con's?

Advanced are better simulated, takes account more details, more resource intensive.

Wind deflection is just a basic simulation of wind over bullet, less resource intensive.

Try both and use whatever you prefer.

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Thanks! I really should have checked there first :)

---------- Post added at 14:04 ---------- Previous post was at 14:03 ----------

OMFG. PIP optics. You did it, guys Just awesome...

RHS already had them for a while, and I remember seeing a video of AGM that had them too, at least experimentally.

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Ruthberg, on here: http://ace3mod.com/wiki/feature/windeflection.html

it is said that this works in conjuction with Advanced Ballistics.

But here: http://ace3mod.com/wiki/missionmaker/modules.html#1.19-wind-deflection

It is said that if advanced ballistics is enabled, then Wind Deflection will exit.

Which one is correct?

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You can combine both modules in any way you want.

a) Just wind deflection (wind deflection for all kinds of projectiles including grenades and vehicle mounted weapons)

b) Just advanced ballistics (wind deflection and a lot of other stuff for projectiles fired from pistols/rifles)

c) Both advanced ballistics and wind deflection (The correct module is used, depending on what is fired, what the module settings are)

Edit: The wiki is now correct.

Edited by Ruthberg

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